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Friday, June 19, 2015

Combat Changes

Part 3: COMBAT CHANGES

Unless specifically noted as changed below, use the rules as written in
the Robotech RPG Tactics rulebook. All house rules presented below are
100% unofficial fan creations and not endorsed by anyone except maybe
me. :)

Line of Sight (pg. 11-12): Replace references to the "center" of the torso with "any part" of the torso (or hull for non-humanoid models).

THE TURN

STEP 1: The Activation Step (pg. 14): Choose a single model in your army and activate that model. Complete the action phase steps with that model (movement, combat, resolution) before passing the activation to your opponent who activates a single model as well or passes the activation. When determining if a player can pass a model's activation, count the individual remaining models on the table instead of squadrons to determine if which player is outnumbered.

Stealing the Activation (pg. 14): If you have a model with the Leadership ability, roll a number of dice equal to the highest Leadership value in your force currently deployed on the table when attempting to steal or to prevent the stealing of the Activation instead of 3d6.RANGED COMBAT

Attempt to Dodge (pg. 16): If you are hit by multiple simultaneous attacks like a missile volley or reserved attacks from a close formation (see below), you may attempt to dodge by rolling 1d6 for EACH missile or individual reserved attack instead of rolling one die for all of them. You MAY dodge missile attacks of any volley size. For instance, if you are hit by a volley of 6 missiles, spend a single command point to attempt to dodge and roll 6 dice using the normal rules to resolve the attack.

Close Formation (pg. 18): Because of the changes to activation above, it is now much more difficult to gain the close formation bonus. To make up for this, you may declare after moving a model that you are reserving its ranged attack instead of firing. Place some sort of marker next to that model. Any models from that same squadron that subsequently ends their movement in close formation range (2") with reserved fire model or close formation must EITHER reserve their attack also OR the player must simultaneously fire with all the reserved models in that close formation including the just moved model. If the original model with the reserved fire marker is destroyed prior to firing, simply move the marker to another model in that same close formation; if none are present, remove the marker. Any unused reserved fire markers should be removed from the table in the next command phase.

Anti-Missile (pg. 27): Roll 1d6 per incoming missile in a volley to see how many you shoot down instead of a single die. For example, if you are hit by a volley of 6 missiles, you roll 6 dice to see how many individual missiles you shoot down before moving on to the next step.